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#23 Progress Report 2025/11/11

This is the October progress report for the game "Sister Virodar." This month, I mainly want to share the updates inside the game as well as the plans for future updates.

Game Update Content

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I drew a new animation featuring the sister and the merchant.
In order to obtain supplies or discounts, the sister may sometimes be forced to offer her body to the merchant.


I added a distinction between the “idle” and “waiting for rescue” states for the refugees.

I also drew the basement scene inside the refugee hideout, where most of the rescued civilians live.




Future Update Plans

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This month, I temporarily paused work on the slime-related content and focused mainly on the hideout and refugee-related elements.

As I mentioned in my previous post, I want refugees to play a role in the game — they can be rescued and will live and act inside the hideout.
They are the people the sister must protect, which means she may need to make various deals or compromises with other characters or factions.
Her relationship with the merchant is one such example.

This is the interior of the merchant’s wagon.
Since I first drew the merchant’s wagon a few months ago, I’ve always imagined that if any intimate scenes were to happen between the merchant and the sister, they would take place inside it.

As you can see, the interior and exterior correspond to each other, which gave me an idea for a new way to present animations.
In scenes with multiple perspectives, I can layer the backgrounds and allow the viewer to switch between inside and outside views by pressing a key.
Even when switching to the outside view, the animation inside continues to play.

For example, in the wagon scene, the interior view shows the sister and the merchant’s movements, while the exterior view only shows the wagon from outside.
Meanwhile, the sounds from inside may be partially or completely muffled.
The sister and the merchant are engaged in a private moment inside, while outside, customers are wondering where the merchant has gone.
This kind of multi-perspective animation could bring a fresh sense of immersion to the same scene.

In future animations, I will continue to explore this kind of possibility.

This month, I’ll likely continue working on the sister and merchant animations and also spend some time improving the UI.
I may also create a few standing illustrations for the civilian characters.

Finally

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Finally, I want to thank everyone again for your continuous support and advice.

If you have any questions or suggestions about this update plan, please feel free to let me know!

Comments

The situation you mentioned where the other party takes the initiative to “serve” the Sister is possible. However, I personally feel that the animations between the Sister and others don’t need to strictly differentiate who is active or passive. I will decide the dominant or submissive roles based on who the Sister is interacting with. For example, when she encounters a succubus, the succubus might tempt and tease her, making the Sister willingly fall into her embrace.

wd P

I'm curious if you have any planned scenes where the sister compromises herself not by performing favors for other characters, but rather maybe a corrupted character demanding a "reverse favor" or sorts. For example, a corrupted merchant or something demanding she allow herself to pleased instead.

Gurauki

Thank you very much for your suggestions! I really enjoy the gameplay experience of Sinisistar, especially its atmosphere, which is very captivating. However, if possible, I would like the enemies and animations in my game to be clearly distinguishable from it. Fungi, with their ability to release spores and infect living creatures, are very suitable as enemies in the game. If such enemies are included, sewers and forests would be ideal locations for them. They could spread spores that affect humans entering their range. Transformed machinery and golems are also very suitable as enemies. I lean more toward golems; they might be tall and strong humanoid monsters appearing in areas related to magic. I am less inclined to include animals, especially furry types. On one hand, they are difficult to depict—drawing their shapes and movements well is a challenge. On the other hand, I personally am not fond of intimate interactions involving animals. The idea of parasites is very broad, so I am currently cautious about it. In my plans, some enemies will already have parasitic characteristics like you mentioned, so I’m not considering adding other new parasitic creatures for now. If such a creature exists, in my mind it might resemble a jellyfish, covering the victim’s head to control their brain.

wd P

I got some idea taken inspired from Sinisistar, which i think theyou could try add the animal parasite worm thingies of that game as an enemy, possible also should made map with teleport checkpoint so the players can move instantly around placeses. Beside that i also wanna see if you planning to add pregnancy tag and effect on the game, you can test it first to see how much it might effect the game, if it not fit the game art style or gameplay you can remove it if it does, it your option, i'm only giving off ideas. Here's some enemies idea i wonder if you might interest in made, even if possible it require long time making: 1. Fungus Type Sort of living fungus monster or creature that give aphrosidiac effect on players from it gas it release. 2. Machinery/Golem. Since we already had guns and bullets, it should possible put corrupted or overwritten machine or golem that's being controlled by the tentacles. 3. Animal that were controlled. Like said before, animals such as wild wolves, dogs or even pig, controlled by tentacle parasites would become an good enemy type. 4. Parasites. Again, Parasites can be an good type of HP or MP drain enemies that put on bad effect on the players or control the player sometime that would need struggle mechanic to break free and regain control, to remove parasite should either be an type of potion or an NPC that can help with that (but sexual way).

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